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Sorcerous Origin

Choose one of the plane your most aligned with: The Nine
Fiend-Blooded Hells, Hades, or the Abyss. You learn an additional spell based
on that affinity, as shown below. It can be used a number of
Your blood is corrupted by the touch of fiends. Whether you times equal to your charisma modifier per day and doesn't
were born of the union of a fiend and a mortal race, your lineage
expend a spell slot. The spell counts as a sorcerer spell for you,
traces back to one, or your blood was corrupted by fiendish
but it doesn’t count against the number of sorcerer spells you
magic - you've gain malignant and inhuman abilities.
know. These spells can’t be replaced when you gain a level in
Mortals with fiendish blood, while not always tieflings, are this class.
always marked by darkness. Fiend-blooded mortals, however, Affinity Spell
are not inherently evil. Other mortals will always be wary of
sorcerers imbued with the power of the lower planes viewing The Nine Hells command
them as agents or artificers of evil machinations and schemes. Hades ray of sickness

Fiend-Blooded Features The Abyss chaos bolt


Sorcerer
Level Feature Mark of Darkness
Fiendish Magic, Hellish Affinity, Mark of Starting at 1st level, you have an infernal mark upon your body.
1st Whether it's a searing tattoo, devilish horns, claws made of ash -
Darkness
no matter what it is, it radiates with dark energy and empowers
6th Chains of the Damned, Diabolic Awakening
you. You add half of your proficiency bonus, rounded down, to
14th Wicked Transformation your Charisma (Intimidation) and Charisma (Persuasion)
checks when you present your mark.
18th Stygian Escape
Additionally as a bonus action, you can choose to spend 2
Fiendish Magic sorcery points to gain temporary hit points equal to your
Charisma modifier + your Sorcerer level. These temporary hit
Starting at 1st level, your fiendish blood imbues you with arcane points are vulnerable to radiant damage.
power. You learn additional spells when you reach certain levels
in this class, as shown on the Fiendish Magic Spells table. The
spell counts as a sorcerer spell for you, but it doesn’t count
Chains of the Damned
against the number of sorcerer spells you know. These spells Beginning at 6th level, you gain the ability to summon infernal
can’t be replaced when you gain a level in this class. chains from the ground to bind an enemy. As a bonus action, you
can spend 3 sorcery points to chain one creature you can see
Fiendish Magic Spells within 40 feet of you. The creature must succeed on a Wisdom
Sorcerer Level Spells saving throw against your spell save DC or be affected by these
chains for the duration of the effect. On a failure four chains lock
1st cause fear, hellish rebuke
around the creature.
3rd flame blade, scorching ray While bound by the chains, a creature is restrained and
5th Melf's minute meteors, tongues cannot restore hit points through any means including magic.
On its turn, it can use either an action or a bonus action, not
7th fire shield, shadow of moil both. Regardless of the creature’s abilities or magic items, it
9th dispel evil and good, mislead can’t make more than one melee or ranged attack during its
turn. A creature affected by these chains may make a another
wisdom saving throw at the end of each of its turns. On a
Hellish Affinity successful save, the effect ends for it.
At 1st level, you discover your affinity to one of the lower planes The chains disappears if its target is reduced to 0 Hit Points,
of existence. Whenever you deal cold, fire, or necrotic damage, succeeds the saving throw, or after 3 minutes.
you can change the damage type to cold, fire, or necrotic. Until
you finish a short or long rest, all damage of that type will act as
though it is the converted damage type (i.e fire will freeze, cold
will burn, and necrotic will decay).

1
When
Diabolic Awakening Stygian Escape you, c
At 6th level, your body and mind becomes more fiendish. Your At 18th level, you can use an action to summon an echo of the The s
creature type is fiend, replacing your original creature type. River Styx and traverse across it. You call forth a ghostly echo of fades
Choose one of the following damage types: cold, fire, or necrotic the River Styx beneath you that stretches out 40 feet in width,
Once
damage. You gain resistance to it. 30 feet in depth, and goes 10 miles in any direction of your
long r
choice, the river takes the clearest path. The river has a slow
In addition, as a reaction when you take damage from the moving current of 3 miles per hour. The river lasts until you die,
chosen damage, you can spend 3 sorcery points to gain you dismiss it as an action, or it fades after 3 hours. After the
immunity to it until the start of your next turn. river fades, it leaves no debris, residue, or damaged terrain.

Wicked Transformation Creatures in the path of the river when it is summoned must
make a DC 13 Dexterity saving throw or fall in the waters. Any
Starting at 14th level, you can transform into an infernal being creatures who touch the water take 3d6 cold damage and 3d6
that reflects the fiendish blood within you. As an action, your psychic damage. Any creatures who start their turn in the river
appearance becomes infernal and you magically radiate a only take 2d6 cold damage and 1d6 psychic damage.
transparent, 20-foot-radius aura for 1 minute. It may appear as
a torrent of souls, a whirlwind chaotic energies, a burning
inferno, or some other horrific aura. Other creatures treat the
aura as difficult terrain, and when they start their turn in it, they
take 2d4 necrotic damage. Creatures damaged by this effect
have their hit point maximum reduced by an amount equal to
the necrotic damage taken, and you regain hit points equal to
that amount. A creature dies if this effect reduces its hit point
maximum to 0. While this aura active, you are vulnerable to
radiant damage and silvered weapons.
As a bonus action, you can end the aura early. If you do so,
creatures within the aura must roll a Dexterity saving throw
against your spell save DC. A creature takes 4d6 force damage
on a failed save, or takes half as much damage on a successful
one. When a creature takes damage from this effect, they must
succeed a Wisdom saving throw against your spell save DC, or
be frightened for 1 minute.
Once you use this feature, you can’t use it again until you
finish a long rest.

Infernal Form
When you transform and begin to radiate hellish
energy, your appearance will reflect your Hellish
Affinity. If you chose the realm of Hades, you might
become a skeletal monstrosity; or if you aligned with
the Abyss, you might take on a twisted, bestial nature
like a the form of a hyena-like demon.

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Spectral Skiff
The spectral skiff is an exceptional large skiff with tattered sails.
The affinity you chose for your Hellish Affinity feature
determines the appearance of the spectral skiff: An iron
machine wrapped with chains (the Nine Hells), a skeletal ship
covered in fog (Hades), or an oozing, fleshy abomination (the
Abyss).

Spectral Skiff
Huge vehicle (20 ft. by 10ft.)

Creature Capacity 1 crew, 7 passengers


Cargo Capacity 0.75 tons
Travel Pace 3 miles per hour (24 miles per day)

STR DEX CON INT WIS CHA


9 (-1) 12 (+1) 13 (+1) 0 0 0

Damage Immunities poison, psychic


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, prone, stunned, unconscious

Actions
Move. The skiff can move using its infernal engine.

Action Stations
Helm (Requires 1 Crew). Drive and steer the spectral
skiff.

Hull
Armor Class 11
Hit Points 50

Control: Helm
Armor Class 12
Hit Points 25
Move up to the speed of its infernal engine, with one
90-degree turn. If the engine is destroyed, the skiff
can’t move or turn.

Movement: Infernal Engine


Armor Class 12
Hit Points 75; -5 speed per 25 damage taken
Speed (water) 15 ft. If the engine is destroyed, the ship
immediately stops moving.

Reactions
Dive. The spectral skiff dives beneath the waves,
protecting it's crew and passengers. It gains three-
quarters cover.
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